Jowgen
2016-09-29, 10:52 PM
Some of ya'll may recall a TO build called Chuck E Cheese, who's thing was that he could move real far and take lots of actions in a single round, but it became unusable with new Errata included. This isn't a new version of it, but simply a combo that recreates part of that flavor.
With Errata included, the last 3 lines of Footsteps of the Divine read
At any point before the duration expires, you can choose to employ a burst of truly inhuman speed. You can discharge the spell to add +10 feet to your speed per remaining round of the spell’s duration. This effect lasts until the end of your turn.
Meanwhile, Hallow has this line:
Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures [...] Spell effects that may be tied to a hallowed site include:
You can probably guess where I am going with this. There is no list of spells that are excluded from being fixed to the Hallow, and the example list includes Invisibility Purge, which is a Personal range spell like Footsteps of the Divine.
If my understanding is correct, attaching FotD to the Hallow causes any creature within it to then be subject to the effect of FotD, which now has a duration of one year. Unless there is something to prevent that creature from triggering the Discharge of this effect upon itself, it should gain a boost to its speed equal to the number of rounds remaining within the year-long duration. With the errata having changed the speed boost trigger to a discharge, that speed should still apply after the hallowed area is left.
In brief, the creature in question can now move with a speed equal to its base speed, plus 52.560.000 ft, or 876 miles. That is a speed of 2.670.048 m/s, or mach 7846, or a (mere) 0.89% of the speed of light. Also, that is just a move action, as opposed to a double move, or even a Run.
Now obviously there are further ways to boost this (e.g. the double speed spear from Ghostwalk, fly-speeds set at double land, the Fly Like an Arrow spell), and there are plenty of junctures where a DM can shut it down with a "I don't think that works that way".
Still, I felt this by itself was worth posting as a little TO thing. :smallsmile:
EDIT: Updgrade to actual usefullness
Vehicles (as per A&E, Storm & ECS) are able to convert speed to damage by performing rams. They deal a vehicle specific number of d6 of damage, multiplied by how far it moved that round prior to the ram, taking the same ammount (or half with a ramming prow) of damage themselves.
Making the vehicle indestructible by regular damage (e.g. Riverine) and making it a creature (e.g. Minor Servitor), allows it to benefit from Hallow x FotD and perform rams that deal literal millions of d6 of damage. Depending on specifics, this may or may not be sufficient to punch a hole straight through a moon.
With Errata included, the last 3 lines of Footsteps of the Divine read
At any point before the duration expires, you can choose to employ a burst of truly inhuman speed. You can discharge the spell to add +10 feet to your speed per remaining round of the spell’s duration. This effect lasts until the end of your turn.
Meanwhile, Hallow has this line:
Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures [...] Spell effects that may be tied to a hallowed site include:
You can probably guess where I am going with this. There is no list of spells that are excluded from being fixed to the Hallow, and the example list includes Invisibility Purge, which is a Personal range spell like Footsteps of the Divine.
If my understanding is correct, attaching FotD to the Hallow causes any creature within it to then be subject to the effect of FotD, which now has a duration of one year. Unless there is something to prevent that creature from triggering the Discharge of this effect upon itself, it should gain a boost to its speed equal to the number of rounds remaining within the year-long duration. With the errata having changed the speed boost trigger to a discharge, that speed should still apply after the hallowed area is left.
In brief, the creature in question can now move with a speed equal to its base speed, plus 52.560.000 ft, or 876 miles. That is a speed of 2.670.048 m/s, or mach 7846, or a (mere) 0.89% of the speed of light. Also, that is just a move action, as opposed to a double move, or even a Run.
Now obviously there are further ways to boost this (e.g. the double speed spear from Ghostwalk, fly-speeds set at double land, the Fly Like an Arrow spell), and there are plenty of junctures where a DM can shut it down with a "I don't think that works that way".
Still, I felt this by itself was worth posting as a little TO thing. :smallsmile:
EDIT: Updgrade to actual usefullness
Vehicles (as per A&E, Storm & ECS) are able to convert speed to damage by performing rams. They deal a vehicle specific number of d6 of damage, multiplied by how far it moved that round prior to the ram, taking the same ammount (or half with a ramming prow) of damage themselves.
Making the vehicle indestructible by regular damage (e.g. Riverine) and making it a creature (e.g. Minor Servitor), allows it to benefit from Hallow x FotD and perform rams that deal literal millions of d6 of damage. Depending on specifics, this may or may not be sufficient to punch a hole straight through a moon.